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{{trope}}
{{quote|''"Let my life fuel the spell that will end yours!"''|{{spoiler|Tellah}}, ''[[Final Fantasy IV]]''}}
|{{spoiler|Tellah}}, ''[[Final Fantasy IV]]''}}
 
You've just run out of your source of [[Magic and Powers]], whether it's [[Mana|Magic Points]] or other [[Phlebotinum]], and you desperately need to cast a spell to save the day. What do you do? Spend your own [[Life Energy]] on the spell in place of whatever would normally power it. The spell is then '''Cast From [[Hit Points]]'''.
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Compare [[Living Battery]]. Polar opposite of [[Mana Shield]].
{{examples}}
 
{{examples}}
== [[Anime]] and [[Manga]] ==
* The Caster's [[Dangerous Forbidden Technique|three most powerful shells]] in ''[[Outlaw Star]]'', [[Four Is Death|#4]], #9 and [[Thirteen Is Unlucky|#13]], work at the cost of the user's life force. Firing two will leave the user winded, and a third will bring them near death. "Just like, you know..." {{spoiler|Gene fires four in a short period of time.}}
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* Sakura in ''[[Cardcaptor Sakura]]'' is also physically drained by the effort of converting a Clow Card into a Sakura Card. When she learns that the cards will die unless they are converted, she attempts to convert six of them all at one time, half-killing herself in the process.
* Some spells in ''[[Slayers]]'' can be so powerful that they draw upon the user's life force when cast- the best example is the Incomplete Giga Slave, which temporarily bleaches Lina Inverse's hair white after she casts it. [[All There in the Manual|The novels]] explicitly state that one of the defining attributes of a spellcaster is a high amount of stamina, as casting spells physically drains a person. When the setting was adapted as a [[Role-Playing Game]], firstly under the [[Big Eyes, Small Mouth]] umbrella and then under the [[Dungeons & Dragons|D20]] umbrella, casting spells would cost health.
* In ''[[Fushigi Yuugi]]'', Mitsukake can only use his [[Healing Hands]] once a day because of this. {{spoiler|When he overdoes it towards the end, he dies}}.
* ''[[Shakugan no Shana]]'' has this in Yuji. As a Torch, he's technically already dead, and, under ordinary circumstances, would inevitably be doomed to burn out and fade from existence. However, he's also a Mystes, and happens to have the artifact Reiji Maigo sealed within him, which replenishes his power of existence every midnight. As such, as long as he doesn't use up all of his existence in a day, he can lend his power to Shana, and, later, cast his own unrestricted spells, using his very existence.
* ''[[Sailor Moon]]'' has the Silver Crystal's use as this. Queen Serenity died from its use, as has Sailor Moon [[Death Is Cheap|several times]].
** One occasion in the manga being so severe, Sailor Moon's ''entire body disintegrated completely'', she get better of course (because of the Galaxy Cauldron and the 'rebirth wave' she initiated), but damn.
* [[Magical Girl Lyrical Nanoha]] gives one of these to Nanoha in the third season. It's called the Blaster System and it boosts Nanoha's power and gives her a set of [[Attack Drone]]s that can cast her spells independently of her, for a potential boost of better than ''4x'' her already monstrous power level. The cost of this is placing an immense strain on Nanoha's body and dealing physical damage to herself and to [[Empathic Weapon|Raising Heart]]; when she used Blaster 3 in the climax of the third season, she lost 8% of her total magical power and had to spend the next few years on enforced vacation to recover it.
* ''[[Sumomomo Momomo]]'' in the final few episodes, sort of. {{spoiler|Koushi and Momoko were both poisoned, but Momoko was poisoned later than Koushi. However, due to her fighting it has sped up the poison and Momoko passes out due to the effects before Koushi does.}}
* In ''[[Mahoromatic]]'', Mahoro's most powerful weapon (usually manifesting as a plasma-like flame on her fist) is directly powered by her life force. Since her energy is running low to begin with, using it shortens her remaining lifespan dramatically. Mercilessly made explicit by the "Days until Mahoro stops functioning" counter that is shown after every episode. There will always be a significant drop in numbers whenever she uses it.
* ''[[Infinite Stratos]]'' does a technological example of this. IS battles end when one side's energy shields are depleted in order to avoid injury to the pilot - in fact, the unshielded IS instantly shuts down to prevent further fighting. The protagonist's most effective (and for a long while, only) attack is [[Laser Blade|Reiryaku Byakuya]] which saps his own shields to pierce through the enemy's and score an instant kill. The first time he used it, he had no idea how it worked and therefore lost the match because his shield zeroed out less than a second before the attack connected. After learning about it, [[Holding Back the Phlebotinum|he's understandably reluctant to use it against a manned IS ever again]].
** In fact, it was his sister who invented the attack and used it to win the IS world tournament.
* In ''[[Mawaru Penguindrum]]'', {{spoiler|Momoka Oginome}} claims to be able to do this. {{spoiler|She says that she can change the fate of living beings via her Destiny Diary, but adds that she'll have to pay a price: suffering bodily harm in exchange for what she wants to do/fix/etc.. To save a bunny from dying, she casted a "fate changing spell" in the Diary and accepted to get a cut on her hand in exchange; later, to rescue her friend Yuri from her abusive father, she casted another one and got severe burns that landed her in the hospital. In fact, when Yuri tried to touch the Destiny Diary, Momoka stopped her from doing so to avoid a possible backlash from hitting her.}}
* ''[[Toriko|]]'': Toriko's]] Autophagy. If he runs out of energy and needs more, his Gourmet Cells "eat" his own body to gain more power. If the Autophagy goes unchecked, Toriko's body will eat itself to death.
* In ''[[Pokémon Special]]'', though it's never explicitly stated, it's safe to assume Yellow's powers fall on the mild side of this trope as overusing her powers runs the risk of exhausting her and putting her into a deep sleep.
* ''[[Fullmetal Alchemist]]'': At one point, after Edward gets {{spoiler|skewered with an iron bar}} and has no doctors around, he heals himself with alchemy... but takes the energy to do that from his own soul. He admits that this action probably shortened his lifespan by a few years.
* ''[[Naruto]]'' has a few attacks like this, though any jutsu can kill the user if they're sufficiently exhausted of chakra, especially if it normally requires a large amount of chakra, [[Ass Pull|Sasuke notwithstanding]]. Pain/{{spoiler|Nagato}} used these almost exclusively; it's implied that this is the MO of most ninja from the clan he was born of, given their naturally long lifespans.
* In ''[[Magi: The Labyrinth of Magic|Magi Labyrinth of Magic]]'', using too much of your magoi is dangerous because of this. Magi, who can use the magoi and rukh outside of their bodies, aren't too bothered by this.
 
== Card[[Comic GamesBooks]] ==
* ''[[Magic: The Gathering]]'' has plenty of cards and effects that have a cost in health.
** [http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=3865 Necropotence] is the card that truly emphasizes the usefulness of this trope; when it was released, its use dominated tournament play. Remember, tropers: the only truly important hit point you have is [[Critical Existence Failure|the last one]].
** Similarly, [http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=144 Channel] is a direct-example of this trope, allowing you to trade life for mana. It was a vital part of the Channel/[http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=197 Fireball] combo, one of the first known [[One-Hit Kill|First Turn victory hands]].
** The ''New Phyrexia'' set introduces "Phyrexian mana" (the symbol for which looks a bit like phi ɸ), which can be paid with either one mana of the appropriate colour or 2 life.
* For the most part, whenever a card effect in the ''[[Yu-Gi-Oh Card Game]]'' requires a cost to activate, it's generally one of two things: a discard from your hand or deck or a payment of life points. Considering that the loss of either resource in their entirety means game over for you, this is very much a Cast From Hit Points scenario.
** The third is typically the sacrifice of a monster, which also fits, even if it's not ''your'' hit points you're using.
** The Lightsworn-archetype Deck uses the first type, as several of the monsters and spell/trap cards discard two to three cards from the top of your deck after activation or at the end of every turn. The recently added Psychic-type monsters normally drain Life Points to use their effects, but there are also a few that give some back.
* In the under-advertised game ''[[Magi Nation]]'', ALL spells and abilities were cast from hitpoints. There was no MP or Mana to speak of, so monsters and your own character would use the same life force to cast magic with that they'd use to absorb damage from the enemy. Additionally, summoning your [[Mons]] cost the protagonist life energy equal to the beastie's hitpoints - in the video game its remaining HP would be refunded to the hero at the end of the battle. All this combined made for an interesting level of strategy wherein you would have to decide whether the loss of life was worth being able to kill the enemy that much faster (and also made heal spells rather dubious in their usefulness - the amount healed is almost always lower than what it costs to cast in the first place).
* [[Shadow Era]] also has several cards that can damage the user. Some items (such as Rusty Sword) damage the user when destroyed, while others can constantly drain from your health for some benefit (like Enraged which allows the player to draw an extra card at the cost of one health a turn).
* In ''Lycee TCG'', since the orthodox way to lose the game is having no cards in your deck when you're supposed to draw one, your deck effectively acts as your HP. The more powerful Standard Abilities usually requires you to discard cards directly from your deck.
 
 
== [[Comics]] ==
* [[Yin-Yang Bomb|Malphast]] pulls what may have been a subtle use of this in ''[[PS238]]'' (it's possible the loss was a side effect, rather than fuel), though it's not ''his'' hit points he uses to cure Tyler's sleepiness.
{{quote|'''{{smallcaps| Malphast:}}''' I can't explain it in words you could understand, but rest assured your soul will recover in time.
'''{{smallcaps| Tyler:}}''' My what? }}
* [[The Mighty Thor|Thor]]'s most powerful attack, the God Blast, channels his life energy through Mjolnir, combining their power for an attack that can drive away a hungry Galactus.
 
 
== [[Films]] ==
* In ''[[Eragon (film)|Eragon]]'', it is implied that magic exists but it is very rarely used because it harms the caster. Indeed, the main character almost dies trying to use magic.
* In ''[[The Covenant]]'', the teenage characters find they can cast powerful magic, including flight (including the car they're in) and indestructibility, but each time they cast a spell, they age themselves. That last clause doesn't really take into effect until they turn 18 though. Technically, they can use all the magic they want to before then with no ill effects, but magic is addicting, and such behavior gives way to very bad habits. Meaning, if one abuses magic before they turn 18 and get full power, then they will most likely age themselves horribly very fast.
 
 
== [[Literature]] ==
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*** It may be both- there is a passage in one of the more recent books which actually describes the 'mechanism' behind Death Curses which states that the reason a Death Curse is so powerful is that it uses ''all the energy in the wizard's body, including that keeping him alive''. Survival instinct is the usual reason that wizards don't cast it unless they're dying anyway, and unless they're being murdered they don't really have a motive to curse someone that they could take care of in some other fashion. If a wizard is sufficiently angry and no longer cares if he survives, he can cast his Death Curse anyway, and it ''will'' kill them. Harry almost does this before being snapped out by another character.
** There's also the use of Soulfire, which allows a caster to infuse some of their own soul into their spells to boost the power and effect of the spell. Unlike Hellfire, however, Soulfire isn't destructive, but rather constructive. {{spoiler|Harry ends up using Soulfire to generate a powerful hand-like construct of force to beat the hell out of a Denarian spellcaster.}} The drawback behind using Soulfire, of course, is that it uses ''your soul'' as the fuel to empower your spells. Partially drained souls in ''[[The Dresden Files]]'' universe do regenerate, and pretty quickly if you do soul-affirming things—but as Bob explains it very succinctly, if you subtract five from five...
** Also, for ghosts, just about any form of attack besides [[Good Old Fisticuffs]] is one of these. This becomes a major plot point in ''[[Ghost Story]]'' when an important character becomes one.
* In ''[[The Wheel of Time]]'', channeling results in physical and mental fatigue, depending on the amount and duration of the channeling. In extreme examples, channelling have "pushed" themselves past usual levels, but it puts them at the risk of losing the ability to channel, or, in extreme cases, death.
* Some of the ''[[Fighting Fantasy]]'' books, especially the aptly named ''[[Sorcery!]]'' four-parter, have EVERY spell being cast at a cost of health.
* In books by [[Tamora Pierce]], desperate bad-guy mages often kill themselves by using their own life energy for magic once they've run out of any other kind of magic. Usually, this is accompanied by one of the major characters shouting at them to stop or else they'll kill themselves, a warning they never heed.
* ''[[The Name of the Wind]]'' uses a system similar to this - [[Functional Magic|Sympathy]] is essentially a magical form of energy transfer. If you are good at it, and don't care about your own health, you can transfer the heat of your blood into something to set it on fire. [[Captain Obvious|This is not good for you.]]
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** Most Whiteouts [[Dangerous Forbidden Technique|never bother to learn Mikloche]]. They fear they'll end up like Syuthan, becoming a [[Action Bomb|Glowmatti]].
** Liquidon [[Lampshade Hanging|realizes]] this is happening to him in "Night of the Whiteout." [[Love Martyr|It doesn't stop Cindy from being romantically attracted to him]].
* Sorta in ''[[Discworld]]''. For a Wizardwizard to do something, it takes as much energy to do something magically as it does physically, unless you can harness an outside force. Having no outside force makes the Wizard rely on the leverage of his mind, meaning if they try to do something too difficult, their brain flicks out their ears. Example: Galder Weatherwax makes a protrusion of stone on the University fall, allowing him to zoom upwards.
* Psionics in ''[[The Second Gate]]'' normally channel energy they've "metabolized" and stored, but in a pinch, they can draw power directly from their biological functions. The mind instinctively tries to cut off psionic connections to prevent permanent damage at the same time, which can result in anything from mild burnout to a coma - which is usually too late to save the user anyway.
* While after the first book of the ''[[Dragonlance]]'' series magic functions by drawing power from the Moon Gods, before they are unsealed all magic is used with the caster's own energy, as shown whenever Raistlin uses too many consecutive spells and is left exhausted.
* ''[[The Black Magician Trilogy]]'' has black magic being cast from the energy of others or the caster.
* Magic-users in ''The Soprano Sorceress'' and its sequels use their own body's reserves to cast; they have to eat like bargees just to keep their weight up.
* In ''[[Everworld]]'' magic-users are shown to weaken if they use too much power, leading [[Flat Earth Atheist|Jalil]] to [[Sarcasm Mode|wonder]] if magic burns calories. [[Merlin]], for example, is so tired after his battle with [[God of Evil|Loki]] that it's months before he is able to fully recover.
 
 
== [[Live Action TV]] ==
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** In "Rise of the Cybermen," the Doctor uses ten years of his life to recharge a power source in the TARDIS. Subverted in that ten years to a Time Lord is a scant few moments.
* The main character in ''[[Carnivale]]'' has to draw life-force from his surroundings to use his healing abilities. It is implied that he may have inadvertently caused the Dust Bowl in this way.
 
 
== [[Tabletop Games]] ==
* Most spells in ''[[Shadowrun]]'' have a chance of causing Drain, which usually deals the caster mental damage (i.e. fatigue). However, if one casts a spell with a power greater than his own Magic attribute (or the player simply rolls poorly on resisting the drain), the Drain will cause physical damage instead. Similarly, attempting to conjure too powerful a spirit will do the same thing. The rulebook describes this as causing nosebleeds, bruises, spontaneous wounding, and, in extreme cases, death by aneurysm, stroke, or the like.
** Also worth noting: characters with mechanical or cybernetic enhancements have [[Cybernetics Eat Your Soul|decreased Essence]], which makes them bad at magic.
* Mages in the ''[[Mage: The Awakening]]'' can burn some of their health for a quick boost in Mana. It also works the other way around, though this is easily the least efficient means of magical healing in the whole game.
** In the previous game, ''[[Mage: The Ascension]]'', a substance called Quintessence makes casting spells easier. A mage that runs out of Quintessence can rip some from their own body, damaging it in the process.
* Demons in ''[[Demon: The Fallen]]'' can enhance their powers by drawing energy from hitpoints... except that said hitpoints belong to their followers, not them.
* In ''[[Warhammer Fantasy]]'' Ogre Butchers can cast a variety of Gut Magic. Along with the normal requirements of spells, they sometimes require the Butcher to inflict bodily harm on themselves. In particular the Trollguts spell, which is the best out of the 6 available to the Ogres, but permanently takes off one health from the caster that cannot be regenerated in any way (whereas the other ones are usually avoidable unless you displease the [[Random Number God]], and can be regenerated with another spell).
* ''[[Dungeons & Dragons]]'', as usual.
** The psionics in AD&D used a spell-point system even when the actual spellcasters use [[Vancian Magic]]. Since an ability like Cast From Hit Points fits in so much better with a spell-point system, the 2nd edition had "Cannibalize" power that allowed mid-level psionicists to get extra power points from damaging Constitution.
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*** The Blackguard subclass of the Paladin from Heroes of Shadow uses a variant of this mechanic as well, which is powerful enough to be their entire Striker damage bonus.
* ''[[Star Wars]]'' d20 RPG rules generally had Force powers cost vitality (the system's version of Hit Points) to activate. If you didn't have enough vitality, you could even use wound points (representing real and dangerous—even potentially fatal—damage) to make up the difference. The only thing stopping characters from 'casting to death' is the fact that no Force power had a vitality cost so high that the damage could push a character far enough into the negatives to result in death. This was one of the many things dropped by the follow up ''Saga Edition'', which replaced it with per encounter uses.
* In the cooperative play game ''Middle-Earth Quest'', your hero deck is also your 'life pool.' Any card you play in combat, or even to move around the map, costs you a hitpointhit point.
* In the German tabletop RPG ''Das Schwarze Auge'' (aka ''The Dark Eye''), every magic user can do this, but not without consequences, usually additional damage. Excessive use of this in one of the novels leads to a mage permanently losing his ability to use magic. Later on, he uses a magic sword that also drinks from his [[Life Energy]], losing fingers on his good hand as a result.
* Epideromancers in the tabletop RPG ''[[Unknown Armies]]'' power all their magic by hurting themselves.
* In the live-roleplay system ''Labyrinthe'', almost all supernatural abilities have an hp cost in addition to a mana cost. The amount of damage done is relative to the level of the ability relative to the level of the caster.
* In the Swedish Tabletop RPG Chronopia, Orcs have access to a very interesting magical discipline; ''Painmagic'', ripping off a finger can grant you skill bonuses, cutting yourself can give you visions of the future and hacking off an arm or a leg can make you temporarily invulnerable. Not surprisingly, they have also developed plenty of rusty prosthetics complete with hidden sawblades and other nasty surprises to replace those limbs lost.
* ''[[GURPS]]'' allows casters to do this, though it's more difficult than using other energy sources, presumably because the pain makes it hard to concentrate. Usually, spells are powered with Fatigue Points (i.e. wizards get tired when they cast spells) or with enchanted "energy batteries" called powerstones. Once you burn through all your available FP (or earlier, if you choose), if you keep casting spells without resting, you start burning HP. Ordinarily, you can only use up hit points until you lose consciousness, at which point the energy drain stops (you don't die).
** The supplemental advantage "Word of Power" drains so much fatigue that it's guaranteed to drain life from a normal person. It will ''keep speaking itself'' even if the caster dies in mid -sentence.
* ''[[Pokémon Tabletop Adventures]]'' has the Psychic class, capable of using certain pokemon attacks, similar to the Martial Artist class. The martial artist's attacks can only be used a certain number of times per day, whereas the psychic's attacks can be used at will, but require this trope. (Thankfully, the nature of the psychic's key stats means they usually will have a large amount of HP to cast from.)
* ''[[Deadlands]]: The Weird West'' has the [[Big Screwed-Up Family|Whateley family's]] [[Bloody Murder|Blood Magic]], which consumes both [[Mana|"Strain"]] and "Wind" (which would be "Subdual Damage" in [[Dungeons & Dragons|other games]]) as the caster's tainted blood is consumed by dark forces. All without even breaking the skin!
* As mentioned above, casting or controlling a spell in ''[[Slayers]] d20'' is based on stamina (a Fortitude saving throw modified by caster level), and deals subdual damage to the caster based on the spell's difficulty and your margin of success. You get a hefty bonus to your control checks by voluntarily taking lethal damage, or it might happen anyway if you botch horribly enough.
* ''[[Champions]]'' characters who run out of Endurance can continue to use their powers by taking Stun damage, at a rate of 1d6 Stun per 2 Endurance required. This only works for powers that draw on the user's own Endurance pool, as opposed to the Endurance Reserve power. A character can literally knock himself out from overexertion.
* Ixtli, the Aztanli-specific Boons in ''[[Scion]]'', have a number of abilities that grant extra [[Mana|Legend]] for physical sacrifices. The amount gained from bleeding another creature is half what you get for doing the same thing to yourself.
* Several powerful Charms and spells in ''[[Exalted]]'' require you to sacrifice health levels as part of their activation cost.
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** In fact, Dragon-Blooded have quite a percentage of Charms with "Martyr" keyword. That means, that they can be cast with greater effect, but killing the Exalt for sure. That is why they can be used with no Essence left. And some of such Martyr usages can last for generations.
* ''[[Fire Born]]'' had this as a potential side effect. It takes one(or a group) so much power to cast a spell to be built up. Depending on the situation, one can roll a lot of dice and hope to quickly cast it, or do so slowly and carefully. However, if you go over the needed number of successful rolls and charge up too much power, the excess physically damages you. Of course, one can eliminate this by learning ways to channel that overload into the spell, usually for enhanced range/duration/effect.
* The Sorcery power in the 1980's ''[[DC Heroes]]'' game had a function similar. Every time the power is used, the AP's (power rank) used is compared against his or her Spirit score (a combination of damage resistance and hit points versus mystical damage). Effectively, if he or she is using AP's lower than his or her Spirit, there's no problem. Otherwise, there's a chance of Spirit damage (affects the "hit points" versus mystic things, but not durability, that's always your maximum Spirit). If there's a significant difference between the two with the Sorcery being higher, the caster will likely be rendered unconscious by using a full powered spell.
* ''Many'' spells in ''[[Call of Cthulhu (tabletop game)|Call of Cthuhu]]'', and pretty much every spell costs [[Sanity Slippage|sanity]].
* [[Crapsack World|Predictably]], this shows up in ''[[Mortasheen]]'', especially with healing spells.
* ''[[Magic: The Gathering]]'' has plenty of cards and effects that have a cost in health.
 
** [httphttps://ww2web.wizardsarchive.comorg/gathererweb/CardDetails20190822035155/https://status.aspx?&id=3865wizards.com/ Necropotence] is the card that truly emphasizes the usefulness of this trope; when it was released, its use dominated tournament play. Remember, tropers: the only truly important hit point you have is [[Critical Existence Failure|the last one]].
** Similarly, [https://web.archive.org/web/20080605051252/http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=144 Channel] is a direct-example of this trope, allowing you to trade life for mana. It was a vital part of the Channel/[https://web.archive.org/web/20080212015738/http://ww2.wizards.com/gatherer/CardDetails.aspx?&id=197 Fireball] combo, one of the first known [[One-Hit Kill|First Turn victory hands]].
** The ''New Phyrexia'' set introduces "Phyrexian mana" (the symbol for which looks a bit like phi ɸ), which can be paid with either one mana of the appropriate colour or 2 life.
* For the most part, whenever a card effect in [[Yu-Gi-Oh! (Tabletop Game)|the ''[[Yu-Gi-Oh!'' Cardcard Gamegame]]'' requires a cost to activate, it's generally one of two things: a discard from your hand or deck or a payment of life points. Considering that the loss of either resource in their entirety means game over for you, this is very much a Cast From Hit Points scenario.
** The third is typically the sacrifice of a monster, which also fits, even if it's not ''your'' hit points you're using.
** The Lightsworn-archetype Deck uses the first type, as several of the monsters and spell/trap cards discard two to three cards from the top of your deck after activation or at the end of every turn. The recently added Psychic-type monsters normally drain Life Points to use their effects, but there are also a few that give some back.
* In the under-advertised game ''[[Magi Nation]]'', ALL spells and abilities were cast from hitpoints. There was no MP or Mana to speak of, so monsters and your own character would use the same life force to cast magic with that they'd use to absorb damage from the enemy. Additionally, summoning your [[Mons]] cost the protagonist life energy equal to the beastie's hitpoints - in the video game its remaining HP would be refunded to the hero at the end of the battle. All this combined made for an interesting level of strategy wherein you would have to decide whether the loss of life was worth being able to kill the enemy that much faster (and also made heal spells rather dubious in their usefulness - the amount healed is almost always lower than what it costs to cast in the first place).
* ''[[Shadow Era]]'' also has several cards that can damage the user. Some items (such as Rusty Sword) damage the user when destroyed, while others can constantly drain from your health for some benefit (like Enraged which allows the player to draw an extra card at the cost of one health a turn).
* In ''[[Lycee TCG]]'', since the orthodox way to lose the game is having no cards in your deck when you're supposed to draw one, your deck effectively acts as your HP. The more powerful Standard Abilities usually requires you to discard cards directly from your deck.
* Characters in ''[[Villains and Vigilantes]]'' normally spend their Endurance to use their superpowers, but if you run out of Endurance (and manage not to pass out), you can continue fueling powers with hit points... until you do pass out -- or die.
 
== [[Video Games]] ==
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** ''[[Final Fantasy XII]]'' has Soul Eater, a spell that takes of 20% of your [[Hit Points]] [[For Massive Damage]]. [http://www.youtube.com/watch?v=kJUeoJ2dbXg Behold!] Incoming potential [[Game Breaker]]!
** Various spells throughout the series (starting with ''[[Final Fantasy VI]]'s'' "Pep Up") sacrifice the caster to greatly replenish others in the party. Cue some WTF moments when the user is the only person in the party (Strago or Sabin in the Coliseum).
* In the ''[[Lost Kingdom]]'' games, you'll start using health for the cost of cards instead of [[Green Rocks|magic stones]]. In the second game, you could cast yourself to death if you use too much health since the first game left you with some mercy health if you overcasted overcaste(and it fixed possible [[Game Breaker|Game Breaking]] too).
* In the Free-to-Play MMO ''[[Dungeons & Dragons|Dungeons &and Dragons Online:]]: [[Eberron|Eberron Unlimited]]'', one of the abilities gained by Paladin's, 'Divine Sacrifice', allows the paladin to sacrifice 5 HP to make an attack with a large damage boost. The HP are lost even if the attack misses, but in a setting where mid-level characters can have over a thousand HP, it's an insignificant price.
* Warlocks in ''[[World of Warcraft]]'' have a spell called Life Tap that converts health into mana. Coupled with a number of [[Life Drain]] abilities [[Exactly What It Says on the Tin|that do just what they say,]] and a recently added spell that lets them evocate back to full health in a matter of seconds, this makes warlocks the only spell-casting class that never, ever needs to stop to drink. "That's the great thing about being a warlock... you don't have to eat; you don't have to drink; [[Super Not-Drowning Skills|you don't even have to BREATHE.]] You can subsist entirely on the suffering of your enemies."
** They also have the spells Hellfire (which burns them as well as everything around them) and health funnel (transfers health from the caster to his demon), the only spells in the game that damage the user. Thus making them the only class (aside from Paladins, see below;) which could suicide themselves on demand, an ability with more practical uses than you'd think.
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* Not specifically magic, but in many beat-em-ups the player will have a super attack that eats up their health when used.
* The Sak and Nasak techniques from ''[[Phantasy Star]] II'' and ''III'' work this way. They kill the user but fully restore any other living party member's HP. They require 1 TP to cast as well, though. The espers in ''[[Phantasy Star]] IV'' also have the ability to extend lives at the cost of their own lifespan. This is only plot-related, though, since the aforementioned techniques don't exist in-game.
* In the not-so-renowned video game adaptation of ''[[Eragon (video game)|Eragon]]'', all characters have no MP whatsoever and use their HP to cast.Luckily, the "Magic" skill level of each can lower the amount of HP needed for magic.This renders healing spells slightly more useful (With low Magic skill they heal '''less''' than they cost) and is fundamental to avoid making the game [[Unwinnable]] once the player has to face, solo, a pair of bosses that are immune to pretty much everything except magic.
* In ''[[Phantasy Star Online]]'', there are weapons that sacrifice TP (technique points) for a special attack, some that drain money, as well as those that draw from your HP for a special attack. There's also a weapon that makes it so using techniques drains you HP rather than TP.
* ''[[Questron]] 2'', if you use the book to cast spells.
* ''[[Castle of the Winds]]'' forces the player to draw on their own constitution when they run out of magic, lowering their max HP in order to keep decreasing mana into the negatives until the player dies. Can turn into a bit of a nail-biter when you're forced to do so, as it has a nastily unpredictable habit of suddenly killing you. Also turns into a [[Good Bad Bugs]], though.
* ''[[Star Ocean: Till the End of Time]]'' has a variant of this. You have separate HP and MP meters, but you are incapacitated if your HP ''or MP'' runs out, and some enemies deal MP damage instead of HP damage. Also, many of your special abilities, especially those belonging to nonmagical characters, cost HP instead of MP. Of course, MP in this game means Mental Points and the origin of the special abilities' power would decide what kind of fatigue the user would endure with some characters having both types.
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** Enemies follow this rule as well and some enemies had massively low MP stats for their HP making an MP kill on them much easier than an HP kill.
** Likewise, a few enemies (including Atma/Ultima Weapon) in ''[[Final Fantasy VI]]'' were classified as "magical creatures" and would die at 0MP. They couldn't actually kill themselves with their own magical attacks, but a single MP-draining attack from the heroes could end them.
* ''[[City of Heroes]]'' has at least two powers like this;: Oppressive Gloom, which keeps nearby enemies stunned while its toggled on by draining a small amount of HP, and Energy Transfer, one of the most devastating single-target melee attacks in the game, until it got nerfed recently. It's still devastating, but it now takes much longer to use.
** There's are also the healing powerpowers "Absorb Pain" and more recently "Share Pain." The first is a Hero only power that heals far more then any other healing power in the game. At the cost of a percent of the caster's health, and rendering them unable to recover HP in any way for several seconds. Share Pain is the Villain version of the power. It's almost identical to the Hero version in effect but rather then giving your health to the target, [[Unfortunate Implications|you take on their pain and getting a rush from it in the form of a boost to the damage you deal.]]
* ''[[Knights of the Old Republic]] 2'' has an interesting variation on this. There is a series of three powers called Force Body. The first enables you to split the cost of any other Force power 50/50 between your health and [[Mana Meter]]. The second and third split the cost 40/40 and then 30/30, actually reducing the cost of the power in question. Given 1: Force points regenerate ''fast'' 2:you need to blow a turn to use it 3:After the first few levels nothing really dents your force point pool enough to warrant it.
* A few examples from the ''[[Diablo]]'' series:
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** Until you fix it, anyway... At which point it ''heals the hero'' while doing damage to his enemies. This makes him a [[Game Breaker]] in ''[[Suikoden Tactics]]''.
** The Rune of Condemnation in ''[[Suikoden V]]'', being the child rune of the Rune of Punishment, is just like that. It can heal too depending on which spell you use.
* Because his battery life is drained by doing anything ANYTHING''anything'', be it shooting a laser, scrubbing a stain, or just standing still, but it is also his life meter for whenever he's attacked, the titular character from ''[[Chibi-Robo!]]'' falls under this trope.
* Several Lunar spells in ''[[RuneScape]]'' do this. Heal Other and Heal Group allow the caster to pay their own life points to restore an equal amount to allies.
** Energy Transfer is an even better example, since it allows the caster to pay life points to give their own special attack energy energy to an ally (who is, presumably, better at fighting than the Lunar Mage, and could put that energy to better use). Heal [[Nethack|Foo]] transfers life points on a one-to-one ratio; Energy Transfer actually consumes life points.
* The Stimpack upgrade for the Terran Marines on ''[[StarCraft]]'' allows them a short-term boost of speed and reflexes. Side effects include insomnia, weight loss, mania/hypomania, seizures, paranoiac hallucinations, internal hemorrhaging, and cerebral deterioration, represented by a loss of hit points in-game. Of course, in the expansion they give you medics, letting you use multiple stimpacks while countering the side effects, making a squad of marines with a few medics a very formidable force.
** The Zerg Defiler in ''[[Starcraft]]'' and the Undead Lich in ''[[Warcraft III]]'' both have abilities that allow them to consume allied units to restore mana - allowing them to cast from ''other people's'' hit points.
* ''[[Metroid Prime]] 3: Corruption'' does this for the use of Hyper Mode. When Samus goes into it, she instantly loses one tank of energy. She can gain back some of the lost energy by exiting Hyper Mode early.
** Making it a surprisingly effective defense if you only turn it on when getting hit by a high-damage attack...
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* The Dominus Glyphs in ''[[Castlevania]]: Order of Ecclesia'' consume HP when used. {{spoiler|Equipping all three and casting them as a Union Glyph [[Forbidden Chekhov's Gun|will kill you outright. Usually]].}}
* The Sigil in ''[[Strife]]'' is the most powerful weapon in the entire game. Its ammo is your hitpoints of course, and it uses more when you upgrade it by finding the other pieces of it.
* ''[[Iji]]'': If you manage to {{spoiler|[[Pacifist Run|avoid killing anything]] in the entire game}}, a NPC will leave behind the Massacre to help you in the final boss fight. Each shot takes one Health to fire, but the damage dealt is only slightly less than what you'd deal with [[Playing Tennis With the Boss|reflected shots]].
* While not specifically magic per se, the [[Blood Knight|Warrior class]] from ''[[Maple Story]]'' gains skills that, in exchange for Attacking Multiple Enemy's in a Single Attack, required payment from both HP and MP—counterbalanced by the fact that these guys happen to have the highest HP stat in the game, hands down.
** And in an inversion, the [[Squishy Wizard|Mage class]] gains a defensive buff that allows them to redirect up to 80% of the damage they receive to their MP.
** The Melee-based Brawler path of the Pirate class also learns a skill that converts HP into MP. The higher level the skill, the less HP you have to use to gain MP.
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* ''Michael Jackson's Moonwalker'' has a bunch of special moves that come with the cost of draining your life bar, including throwing your hat as a boomerang and causing all the bad guys on the screen to get their groove on, after which they all drop dead.
* In the ''[[Ecco the Dolphin]]'' games, the [[Oxygen Meter]] running out meant Ecco's health would start to go down. If ''that'' ran out, he would drown. Surfacing would restore the air meter, but he'd still have to find some fish to replenish any health lost from nearly drowning.
* There are several such spells in ''[[Guild Wars]]'' almost all of which belong to Necromancers. Several Blood Magic spells and some Death Magic have a minimal Energy cost, but require you to sacrifice a percentage of your HP to use them. See [http://wiki.guildwars.com/wiki/Sacrifice this wiki page] for a listing of such skills.
* In ''[[Vagrant Story]]'', Ashley can learn special weapons-specific, and usually rather powerful or otherwise damn good, attacks called Break Arts. Using Break Arts doesn't cost MP, and doesn't increase Ashley's RISK. It does, however, take off a bit of HP. How much HP is taken varies based on the "strength" of the Break Art.
* Friendly ghost girl Pamela in ''[[Mana Khemia: Alchemists of Al-Revis]]'' has a number of skills that drain her HP instead of her SP.
* In the original ''[[Legacy of Kain|Blood Omen]]'', Kain had a spell that allowed him to literally ''shoot his own blood'' at enemies. If it hit, he'd gain back any lost health plus some extra, as the enemies' blood would be sucked out of their bodies and into his. If it missed, or if he fired it at something with poisoned or tainted blood, he'd be SOL.
* In the MMORPG ''[[Dark Ages (video game)|Dark Ages]]'' by Nexon, the Monk class had access to four different forms of martial arts: Draco (Dragon), Kelberoth (a large cat-like creature), Scorpion, and White Bat. One of the abilities that came with Kelberoth Form was Kelberoth Strike, which dealt a large amount of damage to an enemy at the cost of a large chunk of the Monk's HP. As a result, Kelberoth Form was generally derided as inferior, suicidal, and utterly pointless for leveling purposes unless you had a Priest attached to your hip at all times.
* In ''[[Angband]]'', if you cast a spell without enough mana, there's a chance of damaging your CON (health stat) temporarily or permanently.
** Also, the Genocide/Banishment spell will subtract 1d3 HP for each monster killed by the spell. Potions of * Healing* recommended when casting said spell in a monster pit.
* ''[[Dark Age of Camelot]]'' has a hand-to-hand class called the Savage that can buff themselves with faster and more damaging hits at the cost of losing a percentage of their current health once the effect ends.
* Legend Entertainment's ''[[Shannara (video game)|Shannara]]'' (which is a videogamevideo game based on the books) has this for elfstones. "Mostly, the elfstones cannot be used twice without rest, or the user will be drained to the point of death." The elfstones themselves are also destroyed if used twice in succession. {{spoiler|Naturally, Davio has to die by using them twice in a battle near the end-game. (And earlier on, you can save Shella if you agree with Davio using the elfstones a second time, and Davio doesn't die, but does lose the elfstones, which instantly forfeits the game)}}
** In the books some magic works like this too, in 'The Elfstones of Shannara' Allanon's magic ages him substantially. Luckily he can recharge, which also handily explains why he's never arround except when adventuring needs to be done.
* ''[[Wild ARMs 4]]'' and ''[[Wild ARMs 5]]'' both have a move simply titled "Sacrifice" which uses a little MP, which brings self down to 1 HP, but deals damage proportional to it. Since all HP returns to max after battle, this can become a [[Game Breaker]] for random encounters.
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* In ''[[Knights in The Nightmare]]'', ''any'' action your knights and the heroines take costs some of their health (which can only be regained through leveling up). Maria and Meria both have [[Limit Break]]-style [[Finishing Move|finishing moves]] that do [[For Massive Damage|ridiculous amounts of damage to everything on the field]], but the VIT cost is so high that even three uses will kill them, meaning a game over. (Except in Easy Mode, where you can get more like seven or eight uses out of it.)
** Also, the "Time" and "Rounds" are essentially the life force of the Wisp:Time will always go down whenever one of your units is charging an attack.
* ''[[Tsukihime|]]'': The Mystic Eyes of Death Perception]] cause brain damage and severe upon every use. They're also quite taxing the psyche. How drastic the damage is depends on what Shiki is trying to destroy, and merely severing alone lines does less still. The low ends of the scale is merely slicing or destroying a normally living creature. The farther end is potentially lethal and covers trying to kill objects, concepts and properties, such as walls, the senses (theorized but never utilized) and the toxic factor in poison.
* In ''[[Dragon Age]]'', the Blood Mage specialization takes this trope to the extreme. Instead of mana, a Blood Mage literally uses ''[[Bloody Murder|his own blood]]'' (as represented by HP) to cast spells. While you have Blood Magic active, healing effects restore much less of your health than they otherwise would, which makes Blood Magic rather dangerous to use in combat if you don't know what you're doing.
** A Blood Mage can get around this by draining blood from his or her ''own allies'' to restore HP. Ranger summoned pets will also do in a pinch.
** Reavers are also warriors that have similar abilities.
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* In ''[[Kingdom of Loathing]]'', drinking a [http://kol.coldfront.net/thekolwiki/index.php/Jumbo_Dr._Lucifer Jumbo Dr. Lucifer] reduces the user to 1 HP, converting the rest of their HP into MP with a multiplier. Since [[Death Is a Slap on The Wrist]], though, that may not be as bad as it seems.
** Additionally, if the item combined with a Pastamancer spell known as "Cannelloni Cocoon," which heals the user's full hit points for 20 MP, it wouldn't really matter how hard hitting death was. Full hit points for a fraction of the magic you just regained.
* In ''[[Mega Man Battle Network]] 4'' and ''5'', the use of a Dark Chip will allow Mega Man to perform a very powerful attack, at the cost of losing 1 hitpointhit point permanently for each Dark Chip he uses.
* In numerous [[Beat'Em Up|Beat Em Ups]], such as the ''[[Final Fight]]'' trilogy and ''[[Streets of Rage]] 2 and 3'', characters have special attacks that knock nearby enemies down, but have a health penalty if they connect.
* In ''[[Arcanum]]: Of Steamworks and Magick Obscura,]]'', magic is kind of funny. There's no mana meter, per se, instead there's a blue "fatigue" meter which gets used up if you overdo physical actions, take blunt weapon hits, ''and'' is used up when you cast magic. An unwise spellcaster can cast themselves into unconsciousness rather quickly. So magic, in this game, doesn't kill you by casting it, but it does take a physical toll on you and if you overdo it you will wind up getting killed anyway by all the enemies piling onto your unconscious body.
* Top-down MMO space shooter ''[[Subspace (video game)|Subspace]]'' is all about this. Firing bullets, launching bombs, leaving mines, and using your afterburner all drain your shield energy, which [[Good Thing You Can Heal|regenerates slowly]].
* Although ''[[Nethack]]'' characters themselves can't cast from hit points, wands can—a wand with nominally zero charges still has a little magic left, and with repeated zaps, it will convert its mass into enough power for one more shot, after which it disintegrates.
* Iari's Golemn spells in ''[[Summoner]] 2'' use HP, and explosion knocks her out. If you've got the right gems equipped, it's virtually the only way to kill her late in the game, so make sure you have it if you take her into Survival in the Arena, or you'll be there forever.
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* Playing the Vampire race/class in ''[[Desktop Dungeons]]'' causes spells to be cast from your health instead of mana.
* ''[[Amea]]'' applies this by aversion of [[Required Secondary Powers]]—for instance, fire spells burn your hands. You can reduce the cost of spells by finding gloves.
* In ''[[Fate/stay night|Fate Stay Night]]'', Servants are made of mana. Using their special techniques/Noble Phantasms uses up mana. If they use them too much, or use them when weakened or otherwise injured then there is a risk of burning themselves out. Luckily, most Masters constantly supply their Servants with mana, and only a truly incompetantincompetent Master (*cough*Shirou*cough*) would have to rely on [[Deus Sex Machina]] to start the mana-transfer.
* In the BYOND game ''[[Nestalgia]]'', which is an online game inspired by early 8-bit RPGS, has a warlock class which uses HP for spells. One spell, shift, consumes health from the warlock and restores the health of another party member.
* In the ''[[Quest for Glory]]'' series, you have Health, Stamina and Magic points. If magic is drained, you can't cast spells, no matter what. However, this trope applies to Stamina, which allows you to do anything more strenuous than day-to-day activities (like fighting, running and so on): if Stamina runs out, you get the message that "You are so exhausted that everything you do hurts." Any subsequent use of Stamina will drain your health, and you can, in effect, exercise to death. If this happens in battle, however, you die (due to lacking sufficient energy to defend yourself).
* In the ''[[Ryzom|Saga of [[Ryzom]]'', You can customize your attack skills and spells to do this. It's considered an economical choice.
* The Dragon's Heart attack in ''[[Adventure Quest]]'' uses up some of your HP but heals your mana.
* Skarlet from the latest ''[[Mortal Kombat]]'' can throw an unblockable Blood Ball at the opponent, but each one thrown eats up some of her health. Justified because she is literally ''made'' of blood.
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* ''[[Dark Forces Saga|Jedi Knight: Jedi Academy]]'' has a power called Force Rage. It drains your HP, but while it's active you're literally unkillable and you hit a lot harder. Problem is, you're weaker for a while after ''in addition'' to having lower health. At its lowest level, it's basically a means of [[Press X to Die]], as the health drain and post-rage weakness are at their highest and the benefits are at their lowest.
* The [[Blood Knight|Berzerker]] class in ''[[Dungeon Fighter Online]]'' is mostly built around this.
* Jedi Consulars and Sith Inquisitors can convert health into force in ''[[Star Wars: The Old Republic]]'', but doing so also lowers force regeneration for a short period.
* In ''[[Tales of Maj'Eyal]]'', Reavers and Corrupters can use the skill "Bloodcasting" to cast using HP if they can't afford the Vim cost of their skills, and "Life Tap" to boost their damage for a time at the cost of HP. The only thing that prevents all of their spells from being cast from HP all the time is that they steal the [[Life Energy]] of other things, and so can only regain Vim by attacking creatures.
* In ''[[Star Control]]'', a ship's crew functions as its hitpointshit points. So when the Ur-Quan Dreadnought launches [[Space Fighter|fighters]], the crew decreases (and increases if and when they return). Inn the second game, there are also the Orz can send crew members into space to board the enemy ship, while the Druuge Mauler can sacrifice crew members to the (otherwise very weak) reactor in order to fire their giant cannon more.
** It also shows how this concept backfires without really good AI: while all these abilities are very dangerous, the safest way to defeat all 3 ships is still to allow or provoke them into wasting their crews until they can't or won't do it, and only then closing in for the kill. Druuge don't know when to stop ''and'' use cannon recoil to evade incoming fire - thus you don't need to hit Mauler more than once: buzzing it or lobbing anything in its general direction gradually reduces it to [[One-Hit Wonder]], then depletes energy (that cannot be regained quickly now that it's out of sacrificial slaves) until the ship is utterly helpless. Ur-Quan fighters are [[One-Hit Wonder]]s that also die of touching one of the asteroids flying around (though unlike ships is not harmed by planets) - and don't even avoid them. You can harm these two just by evasion. Orz boarders are tougher and faster, but still are skeet on a predictable trajectory.
* ''[[Amagon]]'': The most powerful attack in the game is a laser that Megagon can shoot from his body, at the cost of two hit points.
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* ''[[Ascendancy]]'' has Cannibalizer that allows to make more energy by taking damage and Sacrificial Orb that allows its ship to absorb another ship's damage. Sacrificial Orb is useful, in that you can put it on a support ship, so at worst you spread your hit points around and your warship lasts longer, and at best you can combine it with Repair Facility to fix that damage. Cannibalizer is a dubious addition at best: in a battle the idea is to ''not'' take damage; if you need more energy, adding more (and better) reactors is how you normally do it, and in the long run you'll have to do so anyway; it would be occasionally useful with overpowered weapons ''if'' you could micromanage energy, but there are no exact statistics (not even in the manual). And for support ships with energy transfer device it doesn't make sense either, because a non-combat ship has more place to add extra reactors (and/or Gyro-Inductors) "for export" and most of the time doesn't need much energy itself.
* In ''[[Kinnikuman: Muscle Fight]]'', most of Geronimo's attacks also do damage to him. This to emphasize the fact that he's a human among Choujin, and thus he overexerts himself to damage his foes.
* In ''[[Monster Girl Quest Paradox]]'', the Necromancy and Dark skills consume HP to use (the latter also consumes MP as well).
* Several bosses in ''[[Paper Mario|Paper Mario: The Origami King]]'' sacrifice parts of their bodies when using certain moves and lose health accordingly, although they can absorb them back as well to heal unless Mario gets rid of them (generally requiring special attacks): Rubberband throws the small bands that hold its body together in most of its attacks, the Fire Vellumental sheds its burning feathers to cover the arena with traps, and Tape sticks panels of the arena together with the tape that forms its body.
 
== [[Web Comics]] ==
* In ''[[El Goonish Shive]]'', Nanase claims she can [http://www.egscomics.com/?date=2006-03-13 Cast From Calories].
** She gets a more traditional one later.
* How [[Black Magic]] in ''[[Twokinds]]'' workworks.
** Not exactly, keeping Black 'Mana' in your body will cause this to happen, but it seems that expending all your black magic won't hurt you, so much as it'll hurt the life force of everything else around you. (Casting from Earth's Hit Points?) It also casts from SAN points. So you can end up "[[Call of Cthulhu (tabletop game)|Dead. And crazy.]]"
 
 
== [[Western Animation]] ==
* In ''[[Gargoyles]]'', the Magus taps the magic of Avalon in the episode of the same name, which severely weakens him. While initially it only exhausts him, {{spoiler|he ends up casting so many spells this way that he dies as a result}}.
* In ''[[Batman: The Brave And The Bold|Batman the Brave And The Bold]],'' {{spoiler|[[Mix-and-Match Critters|B'wana Beast]]}} pulls a [[Heroic Sacrifice]] this way, straining his powers to death to tear apart a revived super-[[Eldritch Abomination|Starro]] (after the Hunter had already drained him to revive it in the first place).
* In ''[[Huntik: Secrets & Seekers|Huntik Secrets and Seekers]], '' There is a spell called "Soul Burn" which trades life force for enhanced powers, for a short time. Used in episode 26 by {{spoiler|Sophie Casterwill}}.
 
{{reflist}}
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[[Category:Power At a Price]]
[[Category:Magic and Powers]]
[[Category:Cast From Hit Points{{PAGENAME}}]]